[The Original] Conan the Barbarian (Crappy preview released)

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Re: Conan the Barbarian

Postby SallazarSpellcaster » Sun Oct 13, 2013 4:59 pm

Having breakage in stages could go along with Mr. Weasel's idea of having "durability" taken off the weapon, and that could affect its overall damage as well. For example, having a worn weapon with 2 durability (as an example) do much less damage than a new weapon (10). Plus, it'd make the player actually use the drop weapon function in order to drop the worn one and replace it with a new one, because seriously, who ever uses that function?

That was the idea, further referencing the movie and particularly its opening theme (Anvil of Crom). Indeed, giving it a requirement such as that would further the need to pick up items and manage them appropriately so as to not run out at a crucial moment.
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Re: Conan the Barbarian

Postby Crudux Cruo » Sun Oct 13, 2013 7:33 pm

A long time ago i did a witchaven weapons mod, which unfortunately is lost forever (unless someone for some reason has a copy of it). if there is any way i can help, i am somewhat of a sprite artist and i can create or alter sprites, and i am a huge huge fan of all things medieval. PM me if you need anything at all, and i would be happy to help, in my spare time.
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Re: Conan the Barbarian

Postby Valherran » Sun Oct 13, 2013 7:44 pm

I hope the weapon and attack animations are very fluent like some of the other MODs I have seen, it's hard to go back to simplicity. :-P
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Re: Conan the Barbarian

Postby TheMightyHeracross » Sun Oct 13, 2013 8:02 pm

I'd love to do some coding for this. :)
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Re: Conan the Barbarian

Postby DoomRater » Sun Oct 13, 2013 9:52 pm

Here's how I would have done a durability system:
a weapon has a certain amount of durability points where it will not break. Once you burn through those, the chance of it breaking on a use goes up a notch, with the more times you get through a certain number of durability the higher the chance of it breaking. But obviously the weapon will be losing damage at this point, as well as the game flat out telling you somehow the weapon is worn and should be repaired.

Edit: Honestly I'd do this same sort of thing for a firearms mod at some point.... the difference is that it would jam moreso than just break outright, though I'd still have that as the "double unfortunate" option.
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Re: Conan the Barbarian

Postby ThomsonI » Fri Oct 18, 2013 12:59 pm

Once I get the replacement for the Doom enemies coded in, I'll upload the beta here. My work shifts this and last week are kinda rough*, so I'm not going to get much done until I'm off Monday.

Spoiler: *In case anyone wants a proper explanation


TheMightyHeracross wrote:I'd love to do some coding for this. :)


I've got the base for the physical weapons done, and would like to get a base on the enemies done, but after that, I think I'll know enough about Decorate to be open to partnership on additional weapons and enemies.

Valherran wrote:I hope the weapon and attack animations are very fluent like some of the other MODs I have seen, it's hard to go back to simplicity. :-P


At the moment, they're about as fluid as vanilla Doom. In time, they may become as fluid as Hexen, but I don't know that I'm ever going to make things as fluid as Brutal Doom or comparable mods.

doomer1 wrote:A long time ago i did a witchaven weapons mod, which unfortunately is lost forever (unless someone for some reason has a copy of it). if there is any way i can help, i am somewhat of a sprite artist and i can create or alter sprites, and i am a huge huge fan of all things medieval. PM me if you need anything at all, and i would be happy to help, in my spare time.


I've got enough of a base on sprites to know what my strength and weaknesses are there, I suppose I'm open to partnership on this sort of thing now. I already have a slightly out-of-date project thread (the weapons have been cleaned up more) that you're welcome to join in on.
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Re: Conan the Barbarian

Postby Crudux Cruo » Fri Oct 18, 2013 1:49 pm

I use GIMP for everything I do, its alot like photoshop and a hell of a lot more powerful than paint.net for alot of things, i recommend giving it a looksie if you're looking for a good image editing program.

as for your sprite thread, i'll see if i can touch up on some stuff here or there :)
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Re: Conan the Barbarian

Postby TheMightyHeracross » Fri Oct 18, 2013 2:18 pm

I thought GIMP was too user unfriendly IMHO.
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Re: Conan the Barbarian

Postby Crudux Cruo » Fri Oct 18, 2013 3:47 pm

TheMightyHeracross wrote:I thought GIMP was too user unfriendly IMHO.


Paint.net is more intuitive in its GUI and controls, but gimp has a lot more tools, and the algorithms are more refined; its sort of like working with 3dstudio max vs Mia (if you do 3d art). its sort of a personal preference thing. I used 3dstudio max because it was more powerful than Mia, although Mia was a lot more strait forward for sure, I eventually got used to working with it and it became more natural.

I wouldn't be able to do half as well artistically without this program.
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Re: Conan the Barbarian

Postby Marnetmar » Sun Oct 20, 2013 2:21 pm

Do we get any AUUUGRRGH ARRRUUGH NUURURRRGHGHH Schwarzenegger pain screams with this? :D
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Re: Conan the Barbarian

Postby ThomsonI » Sun Oct 20, 2013 2:40 pm

Marnetmar wrote:Do we get any AUUUGRRGH ARRRUUGH NUURURRRGHGHH Schwarzenegger pain screams with this? :D


Not implemented ATM, but will look into it.
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Re: Conan the Barbarian

Postby ThomsonI » Fri Nov 15, 2013 4:10 pm

Not dead yet, just wrapping up the graphics, and some polishing on coding. I've also got the coding for the weapons re-planned for better balance, and should have a beta out sometime before Christmas. The graphics will be widescreen friendly, and more weapons will be included. More previews may be seen in the resource thread

Akiro is now delayed and will not be included in the beta, but for good reason: he (and other casters) will be using a somewhat unique casting system (at least unique to Doom) where players select a combination of symbols for charms, syllables for chants, or movements for gestures to cast a spell. The player will be able to partially prepare multiple spells (one of each kind), and will be able to consult spellbooks to gain different bits of knowledge.

In his place, though, Malak the thief should probably be in the beta or the first update of the beta.
Last edited by ThomsonI on Fri Nov 15, 2013 5:04 pm, edited 1 time in total.
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Re: Conan the Barbarian

Postby Arch » Fri Nov 15, 2013 4:40 pm

Lookin forward this beta! If I could make a suggestion, maybe it would be nice to have a custom medieval texture pack instead of Doom stock textures. That should not be hard to find, but I could help with it in any case.
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Re: Conan the Barbarian

Postby ThomsonI » Fri Nov 15, 2013 5:04 pm

I haven't even started on the levels, I was just using the already existing wad Rylayeh to have something to take screencaps in. Whenever I get around to doing levels, it'll be a mix of Doom, Daggerfall, Heretic, and Hexen.
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Re: Conan the Barbarian

Postby SallazarSpellcaster » Fri Nov 15, 2013 5:04 pm

ThomsonI wrote:Akiro is now delayed and will not be included in the beta, but for good reason: he (and other casters) will be using a somewhat unique casting system (at least unique to Doom) where players select a combination of symbols for charms, syllables for chants, or movements for gestures to cast a spell. The player will be able to partially prepare multiple spells (one of each kind), and will be able to consult spellbooks to gain different bits of knowledge.



Is this system going to be similar to the one found in Amulets and Armor?

It's a DOS game that has been released as freeware, and spellcasters find Runes, 9 of them, from which they must select 3 or 4 in the right order in order to cast spells.
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